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5e: Stat the Lady of Pain...so we can overthrow her
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<blockquote data-quote="Essenti" data-source="post: 5854414" data-attributes="member: 100205"><p>I completely read you on this point and what you described definitely makes for quite a boring story regardless if its a mighty god or a lowly kobold the PCs are engaging. Most adventuring stories would be TPKs straight off the bat if the DM was half as concerned for the welfare of the monsters as the monsters themselves would be.</p><p></p><p>At no point are we able to say with certainty that we are accurately portraying the behavior of even the lowly kobold--because they don't exist as far as I know--we just keep going with it as if they could exist and that we are simulating their imagined behavior appropriately. Perhaps some DMs aren't particularly interesting or creative with it but it doesn't make it wrong to play the game in the way you mentioned. Maybe gods give too little heed to the doings of mortals in their make-believe world, who knows. It's all fantasy anyway.</p><p></p><p>Going after a god head on isn't the type of play I would enjoy as a PC, but clearly some people must or they wouldn't have felt the need to tell you about it. Just nod your head and smile about their imagined triumph, they won D&D, good for them!</p><p></p><p>As for having stats for gods... You don't have to use them just because they are there. There is nothing preventing the designers from devoting several pages on some things that that god might have in place to protect themselves. It's not impossible to fathom the mind of an imagined god for the purpose of having fun in a game of make-believe. The point of playing the game is all about having fun with the concept of "what if." How accurately you can simulate a god is mostly academic, unless you know a few who might be willing to do some write-ups for us <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Essenti, post: 5854414, member: 100205"] I completely read you on this point and what you described definitely makes for quite a boring story regardless if its a mighty god or a lowly kobold the PCs are engaging. Most adventuring stories would be TPKs straight off the bat if the DM was half as concerned for the welfare of the monsters as the monsters themselves would be. At no point are we able to say with certainty that we are accurately portraying the behavior of even the lowly kobold--because they don't exist as far as I know--we just keep going with it as if they could exist and that we are simulating their imagined behavior appropriately. Perhaps some DMs aren't particularly interesting or creative with it but it doesn't make it wrong to play the game in the way you mentioned. Maybe gods give too little heed to the doings of mortals in their make-believe world, who knows. It's all fantasy anyway. Going after a god head on isn't the type of play I would enjoy as a PC, but clearly some people must or they wouldn't have felt the need to tell you about it. Just nod your head and smile about their imagined triumph, they won D&D, good for them! As for having stats for gods... You don't have to use them just because they are there. There is nothing preventing the designers from devoting several pages on some things that that god might have in place to protect themselves. It's not impossible to fathom the mind of an imagined god for the purpose of having fun in a game of make-believe. The point of playing the game is all about having fun with the concept of "what if." How accurately you can simulate a god is mostly academic, unless you know a few who might be willing to do some write-ups for us :p :) [/QUOTE]
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